#version 450 core

in VsOut
{
    vec4 color;
    vec2 uvs;
} fsIn;

layout(binding = 0) uniform sampler2D sampler;
layout(binding = 1) uniform sampler2D sampler2;

out vec4 fragColor;

void main()
{
    //fragColor = texelFetch(sampler, ivec2(gl_FragCoord.xy), 0);
    //fragColor = vec4(textureSize(sampler, 0) - ivec2(255, 255), 0.0, 1.0);
    float srcAlpha = 0.3;
    fragColor = texture(sampler, fsIn.uvs) * (1 - srcAlpha) + texture(sampler2, fsIn.uvs) * srcAlpha;
}
